Claude-skill-registry godot-add-signals

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/godot-add-signals" ~/.claude/skills/majiayu000-claude-skill-registry-godot-add-signals && rm -rf "$T"
manifest: skills/data/godot-add-signals/SKILL.md
source content

Replace Coupling with Signals

Core Principle

Components communicate via signals, not direct references. Coupling makes code brittle and hard to test.

What This Skill Does

Finds patterns like:

# player.gd
func take_damage(amount):
    health -= amount
    get_node("../UI/HealthBar").update(health)  # TIGHT COUPLING
    get_parent().get_node("ScoreManager").reduce_score()  # FRAGILE PATH

Transforms to:

# player.gd
signal health_changed(new_health)

func take_damage(amount):
    health -= amount
    health_changed.emit(health)  # SIGNAL - NO COUPLING
# main.gd (or scene setup)
func _ready():
    player.health_changed.connect(ui.health_bar.update)
    player.health_changed.connect(score_manager.on_player_damaged)

Detection Patterns

Identifies:

  • get_node("../path")
    - Upward path navigation
  • get_parent().something
    - Parent dependencies
  • find_child("name")
    - Runtime searches
  • has_method()
    - Tight interface coupling
  • Direct owner references creating circular dependencies

When to Use

You're Refactoring Legacy Code

Old code has spaghetti dependencies via get_node chains.

You're Building Testable Systems

Want to test components in isolation without full scene tree.

You're Creating Reusable Components

Components should work in different contexts without modification.

You're Experiencing Brittle Code

Changes to scene structure break unrelated functionality.

Process

  1. Scan - Find all get_node(), get_parent(), find_child() usage
  2. Analyze - Identify what information flows between nodes
  3. Define Signals - Create signal definitions for communication
  4. Replace - Convert direct calls to signal emissions
  5. Connect - Wire signals in appropriate orchestration points
  6. Validate - Ensure behavior preserved exactly
  7. Commit - Git commit per coupling removal

Example Transformation

Before (Tight Coupling):

# enemy.gd
extends CharacterBody2D

func die():
    var player = get_node("../Player")  # FRAGILE PATH
    player.add_score(100)

    var audio = get_parent().get_node("AudioManager")  # TIGHT COUPLING
    audio.play_sound("enemy_death")

    queue_free()

After (Signal-Based):

# enemy.gd
extends CharacterBody2D

signal died(score_value: int)
signal death_sound_requested(sound_name: String)

func die():
    died.emit(100)
    death_sound_requested.emit("enemy_death")
    queue_free()
# main.gd (orchestrator)
func _ready():
    for enemy in enemies:
        enemy.died.connect(player.add_score)
        enemy.death_sound_requested.connect(audio_manager.play_sound)

Signal Patterns

One-to-Many

One emitter, multiple listeners (health changed → update UI + save game + achievement check).

Event Broadcasting

Announce something happened without knowing who cares.

Request-Response

Request service without knowing provider (request_ammo → whoever handles ammo).

State Change Notification

Notify when state changes (entered_water, jumped, landed).

What Gets Created

  • Signal definitions with typed parameters
  • Signal emission at appropriate points
  • Signal connections in orchestrator scripts
  • Documentation of signal purpose and parameters
  • Git commits documenting each decoupling

Smart Analysis

Identifies coupling types:

  • Structural coupling - Depends on scene tree structure
  • Interface coupling - Calls specific methods on other nodes
  • Data coupling - Accesses data from other nodes

Chooses appropriate solution:

  • Signals for events and notifications
  • Dependency injection for services
  • Scene composition for reusable components

Integration

Works with:

  • godot-split-scripts - Split first, then decouple
  • godot-extract-to-scenes - Extract scenes, then add signals
  • godot-refactor (orchestrator) - Runs as part of full refactoring

Safety

  • Behavior preserved exactly
  • Signal connections tested automatically
  • Rollback on validation failure
  • Original coupling preserved in git history

When NOT to Use

Don't add signals if:

  • Parent-child relationship is intentional design
  • Component genuinely needs specific parent type
  • Coupling is within same responsibility boundary
  • Adding signals makes code more complex, not simpler

Examples of valid coupling:

  • UI button calling parent dialog's close method
  • Child node accessing parent's exported properties
  • Component accessing owner's public API

Signal Naming Conventions

Events (past tense):

  • health_changed
  • item_collected
  • enemy_died

Requests (imperative):

  • damage_requested
  • play_sound
  • spawn_particle

State Changes:

  • entered_state
  • exited_state
  • state_changed

Benefits

  • Testability - Test components without full scene tree
  • Reusability - Components work in different contexts
  • Flexibility - Add/remove listeners without changing emitter
  • Maintainability - Changes don't break distant code
  • Clarity - Signal connections show system architecture

Common Transformations

Before (Coupled)After (Signal-Based)
get_node("../Player").damage()
damage_dealt.emit()
→ player listens
get_parent().update_ui()
ui_update_requested.emit()
→ UI listens
owner.score += 10
score_changed.emit(10)
→ owner listens
find_child("Camera").shake()
screen_shake_requested.emit()
→ camera listens